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Cast Name Casting Time Duration Range More
Cantrip
Fire Bolt 1 action
V S
Instantaneous
120 feet

Fire Bolt

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 242
Toll the Dead 1 action
V S
Instantaneous
60 feet

Toll the Dead

Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

(Cleric) (Warlock) (Wizard)
Source: xge 169
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Catapult 1 action
S
Instantaneous
150 feet

Catapult

1-level Transmutation
Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: ee 15, xge 150
Cast Cause Fear 1 action
V
1 minute
Concentration
60 feet

Cause Fear

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Notes: Concentration, up to 1 minute

(Warlock) (Wizard)
Source: xge 151
Cast Mage Armor 1 action
V S M
8 hours
Touch

Mage Armor

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

(Sorcerer) (Wizard)
Source: phb 256
Cast Ray of Sickness 1 action
V S
Instantaneous
60 feet

Ray of Sickness

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 271
Cast Exacerbate 1 reaction
V S M
1 minute
Concentration
30 feet

Exacerbate

1-level Necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V S M (a cactus thorn)
Duration: Concentration, up to 1 minute

When a creature you can see takes piercing or slashing damage, you can curse the wound, causing it to bleed out. The creature must succeed on a Constitution saving throw, or take 2d4 necrotic damage at the beginning of each of its turns for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot above 1st.

(Cleric) (Warlock) (Wizard)
Source: r/UnearthedArcana
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Aganazzar's Scorcher 1 action
V S M
Instantaneous
30 feet

Aganazzar's Scorcher

2-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a red dragon’s scale)
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

(Sorcerer) (Wizard)
Source: ee 15, xge 150
Cast Dragon's Breath 1 bonus action
V S M
1 minute
Concentration
Touch

Dragon's Breath

2-level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V S M (a hot pepper)
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Sorcerer) (Wizard)
Source: xge 154
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Animate Dead 1 minute
V S M
Instantaneous
10 feet

Animate Dead

3-level Necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

(Cleric) (Paladin) (Wizard)
Source: phb 212
Cast Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
Cast Fireball 1 action
V S M
Instantaneous
150 feet

Fireball

3-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Sorcerer) (Wizard)
Source: phb 241
Cast Remove Curse 1 action
V S
Instantaneous
Touch

Remove Curse

3-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

(Cleric) (Paladin) (Warlock) (Wizard)
Source: phb 271
Cast Vampiric Touch 1 action
V S
1 minute
Concentration
Self

Vampiric Touch

3-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Notes: Concentration, up to 1 minute

(Sorcerer) (Warlock) (Wizard)
Source: phb 285
4th Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Resonant Doorway 1 minute
V S M
1 minute
Touch

Resonant Doorway

4-level Conjuration
Casting Time: 1 minute
Range: Touch
Components: V S M (a forked metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: 1 minute

While you cast the spell, you attune a doorway with another plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.

A shimmering portal opens within the doorway you touched and remains open for the duration. Any creature that enters the portal instantly appears within 5 feet of the destination or in the nearest unoccupied space if that space is occupied.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: homebrew
5th Level check_box_outline_blank check_box_outline_blank Slots
6th Level check_box_outline_blank Slots
  • Class: Wizard - Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
  • Sub Class: School of Necromancy - Undead Thralls: At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: • The creature's hit point maximum is increased by an amount equal to your wizard level. • The creature adds your proficiency bonus to its weapon damage rolls.
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